RE: [Plib-devel] PLIB developers needed.
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From: Dave M. <Dav...@dy...> - 2000-08-09 23:55:13
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Steve wrote: > There is an element of trust here. I obviously have to give up a > measure of control - and yet trust that someone whom I give write > access to isn't going to make a horrible mess of the architecture. > What follows are a few things I've learned working on PLIB. If you look through the archives of this mailing list you'll find discussion and reasons for them. 1) coding conventions 2 space indent for public symbols in PLIB module 'XX' (where 'XX' is: SL, SSG, SG, PU, FNT): #define's, enum tags -- XX_ALL_CAPTIALS variables -- all_lower_case functions/classes/structs/typedefs -- xxMixedCase for private functions, use all_lower_case unless they would pollute the name space in which case you should use _xxMixedCase (note the leading underscore). if a variable pollutes the name space, use _xxMixedCase. 2) don't use C++ exotics like STL, templates, exceptions, operator overloading, and iostreams to make porting easier. if you love that kind of stuff, you can always wrap plib in your app code. 3) don't add dependencies. PLIB requires OpenGL and optionally GLUT. this is an important and valuable design goal of PLIB. It sure made it easier to get PLIB running on a game console because I had to implement a subset of just *one* API (OpenGL) for the native architecture. http://www.pond.net/~davem/tinylib 4) For any major change, please consider posting to this list *first*. Other developers may have a more elegant method of implementing the same thing or already have a patch that they didn't think anyone else was interested in. Perhaps the major change you are thinking about does not belong in PLIB at all and would be better off in an auxilliary library or example. --Dave |